-“Antennae” turrets are small, with 1d6 damage and 4d6 accuracy-Medium turrets are any other turret designs, that do not qualify as large. For example, I’ve decided to bump down the tri-barreled Praetorian turrets to medium. Claws and cones are typically indicative of this size. 2d6+2 damage and 3d6 accuracy-Large turrets must be at least an inch. For example, I still maintain the typical double-barrel Scythian turret as large, as well as. 3d6 damage and 2d6 accuracy-Mega-class turrets have a 1d6 accuracy and 4d6 damage. Must be at least 2 inches.

-Superweapons are special weapons that are too big to fit in the typical framework of Brikspace. Superweapons must be at least 3 inches or longer- for every inch past 2 inches, the superweapon gains another die of damage. All superweapons share the same accuracy rating to accommodate their vast variety of sizes- they have 1d6 accuracy, and are restricted to either other battleships and dreadnoughts (or other entities of that scale, such as orbital colonies and Elder Gods) or smaller objects that have been stationary for at least one turn. I.E a superweapon is useless against swarming fighters or even destroyers and cruisers, but if say their engines are taken out and they become stationary, then that gives the superweapon enough time to aim and fire at them. There may be exceptions to this, such as superweapons that by virtue of their design act as burst cannons or explosives, but at that point I will expect that the person in charge of that faction homebrew their own stats and provide them to the gamemaster.

Example superweapons in this battle include the USA frigates, and of course the USA dreadnought’s deadly turrets.

-The antimatter projectors on the Emperor will be considered equivalent to light missiles in terms of damage (that is, 4d6 damage and 2 inch blast radius), except as turrets they reach their targets instantaneously instead of having the missile slog through the intervening space over the course of several turns.-----------

...

-----------Of course I am still soliciting suggestions for microspace-melee stats.

Posting this nice comprehensive chart of turrets from all across the BrikVerse. It reflects my own arbitrary decisions, but I encourage other people using the BrikSpace ruleset to use it as a handy reference.

Designed to classify many of the guns likely to come up in battles into the four BrikSpace categories, from left to right: Small guns, Medium guns, Large guns, and Mega guns.

You missed out my anti-matter projectors and missile launchers colette, which is a little odd because my older .lxf files had modular weapons and the ships had none equipped, so people could pick and choose their own layouts for LDD battles.

The Shadowscythe wrote:You missed out my anti-matter projectors and missile launchers colette, which is a little odd because my older .lxf files had modular weapons and the ships had none equipped, so people could pick and choose their own layouts for LDD battles.

Antimatter projectors have their own house rules (which are in the OP). I had house rules for larger antimatter projectors (like the ones on the Despot and Deity) buried somewhere for Paradise Found. The chart is only for conventional guns.

Missiles have a section in the original BrikSpace rules.

Also, a lot of the fuck-huge guns aren't included in the chart because they fall under Superweapon rules.

I have a suggestion, I'm not sure how well it will be received - but I'm going to put it out there anyway.

A new weapon class for things like antimatter projectors and other large weapons that are tactically larger than mega turrets, but smaller than super weapons.

I suggest the Hyper turret.

-“Antennae” turrets are small, with 1d6 damage and 5d6 accuracy-Medium turrets are any other turret designs, that do not qualify as large. For example, I’ve decided to bump down the tri-barreled Praetorian turrets to medium. Claws and cones are typically indicative of this size. 2d6+2 damage and 4d6 accuracy-Large turrets must be at least an inch. For example, I still maintain the typical double-barrel Scythian turret as large, as well as. 3d6 damage and 3d6 accuracy-Mega-class turrets have 4d6 damage and 2d6 accuracy. Must be at least 2 inches.

-Hyper-class turrets have 5d6 damage and 1d6 accuracy. Must be at least 3 inches unless special rules apply.

In this aspect, we can cover all those wierd and wonderful guns that are pretty big without being superweapon big - and it makes everything else a little more lethal, which is what we all want. Because it's Brikwars.